Saint Vey Prison-Temple
- Rooms
- 11
- Foes
- 26, CR 1/4 to 8
- Traps
- 12
- Treasure
- 4,760 gp
At a glance
The threat
The dungeon is held in a state of hateful half-life by the penitent warden, a deathless zealot who feeds on confession, pain, and broken vows.
Wandering monsters (1d4)
- 1
1d2× Chain-Rattle PenitentCR 1
When: Noisy combat or repeated door forcing in the prison wingA hooded corpse in temple wrappings that silently drags chains and listens for footsteps. - 2
Lantern WraithCR 2
When: When characters carry visible treasure or light a bright flame in the hallsA spectral jailer with a lantern that reveals hidden doors and tracks by blood scent. - 3
1d4× Ash SkulkersCR 1/2
When: After prolonged rest or when food is exposed in the corridorsSmall stone-eyed lizards that feed on incense ash and gnaw on rope, straps, and seals. - 4
Execution EchoCR 3
When: After a failed trap or when the party crosses from toward A roaming execution spirit that appears when the dungeon is violated too often, forcing silence and stillness.
Rooms
11Broken Narthex
What they see
Read aloud
This shattered entry chapel still bears the marks of old worship, but the floor is scuffed by boots and dragged chains. The air from the lower halls is colder here, and faint chanting rises from the west and south passages as if the temple knows intruders have arrived.
Features
- Cracked altar stained dark around the edges
- Three doors sealed with iron prayer locks
- A fallen sunburst mosaic that hides loose stone
- Fresh drag marks leading toward the prison wing
What the GM knows
Monsters
2× Penitent ThrallsCR 1/2
Shambling penitents in rotted robes armed with clubs and hooks.Tactics. They try to separate the party from the exits, then pin one target for the others to beat down.Traps
Consecration LashDC 14 radiant
A prayer lock lashes the first creature that tries to force the wrong door.Disarm. Utter the old opening vow found in the prayer tablet or pick the lock carefully.Treasure
Silver Censer35 gp
A silvered censer that still holds enough incense for one short rest ritual.Sanctified Candles20 gp
Two intact votive candles worth extra to temples or undead hunters.Notes
Use this as the first warning that the temple is still inhabited. The locked southern and eastern doors can be forced, but loud entry should draw attention from and .
4 doors: N (normal), S (normal), E (locked), W (normal)
The place
What it is
This buried temple was once a place of healing vows and penitence, but its sanctity collapsed into cruelty.
Atmosphere
Cold incense clings to damp stone, and every step echoes with a hollow chapel resonance.
The threat
The dungeon is held in a state of hateful half-life by the penitent warden, a deathless zealot who feeds on confession, pain, and broken vows.
History
The temple of Saint Vey was raised over a natural spring believed to cure fever and madness.
Rumors
1d5- 1The temple bells ring at midnight even though the bell tower collapsed years ago.
- 2A prisoner who escaped the ruins reportedly went blind, but still swears something below is speaking his name.
- 3Local sheep go missing near the old stair, and their tracks lead into the broken chapel.
- 4Someone has been buying old temple keys in town, paying too much and asking the wrong questions.
- 5The lower crypts were said to hold a saint's bones, though the priests always refused to name which saint.
Plot hooks
4Corridors
4Main passage between and
Soot-black prayer niches line the corridor, each containing a cracked saint-mask with its eyes gouged out.
Hallway near and
A groove in the floor carries old blood and rainwater toward the lower chambers, as if the temple still bleeds.
Approach to and
Stone reliefs of chained pilgrims repeat every few yards, their faces worn smooth by countless hands.
Crossing outside
A dead brazier hangs from the ceiling by rusted chains, swaying slightly even without wind.
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